26 April 2013

The delicate magic of Halo

-Sir! I think we lost Master Chief!
-"no you didn't..."
From the day my friend told me the story about Halo: Combat Evolved until its recent incarnation at number "4" I loved this game. How original, huh? I'm definitely not the only one. Today however, after a long time I decided to take a look at what components actually made Halo series a cultural phenomena rather than just good game. Perhaps, to make my journey and your reading a bit shorter and easier I'll state them in short order:
  1. Rhythm of game play
  2. Well defined characters 
  3. Balanced  weapon line-up
  4. Varied opposition 
  5. Enveloping story

1. Rhythm of game play.
Probably the most difficult to achieve in any FPS is balance of adrenaline rush, interesting story and what RPG players call "rail-roading". Second to that comes the question of how to avoid player being distracted by surrounding world of game from fighting. How Bungie and now 343 Industries approached it?

They created a perfect illusion of huge world around player but actually kept the player most of the time in confined space. In its core Halo is a corridor shooter, where we are confined by surroundings and forced to shoot our way through waves of enemies. This makes our heart beat rate goes up, adrenaline rush in, and we desperately dashing for cover. All of this is enough to make us forget to enjoy the big world around us. Not to mention that while we fight through locations, Bungie delivers a graceful views of planets, stars, huge spaceships and sunny horizon in a very delicate matter: enough to give us an impression of freedom, but not enough distract player from combat.

This line is really thin, give too much combat, and player starts to complain about "repetitive process", give too much of free world and player starts yawning because "nothing is happening" or "these huge open spaces are boring". Even when we are fighting in the open air maps, with a lot of opposition Halo manages to pass between those extremes (most of the times) by either rushing us towards objectives on limited time, so we must avoid excessive fighting, or by cutting opposition into manageable portions. A a result keeping us busy and poised for next portion of baddies.


2. Well defined characters
Here we have the classic archetypes: quiet and confident Warrior, smart, caring and emotional Girl, all-knowing Mother Halsey, animals aliens under religious leadership (big boo from out secular society), monstrous Hive mind, disgusting parasites (even bigger boo from cleaning-concerned housewives), and ever-loyal and heroic Soldiers of Democracy with cigar smoking Sergeant. Add a cyber-enhanced Forerunners with glowing light, which as we all know is a sign of superior technology.


We have seen all that in different variations from Hollywood trash to Medal of Honor. Where is the BIG difference is that in Halo all of them are forced to "make" choices as world's picture changes during the game. What is also important: they have position towards player, and we respond to that. Most complex character of entire series IMHO was Shipmaster Rtas 'Vadum, who in a matter of one campaign went through loyalist in need for redemption to human ally and major actor in Covenant's fate. Well established and played characters are believable and understandable, even if their motifs are world domination.


3. Balanced weapon layout


Less is more, and each weapon has it niche and drawbacks. Most importantly we are still restricted to our 3 weapon slots. Simple and elegant solution which denies some pleasure of hoarding loads of guns. At the same time forcing players to think and try all possible load outs even with the useless Needler. High speed of most firefights also overshadows the secondary weapons like under-slung grenade launcher or dual wielding pistols.  It does exist in real world and in Crysis but absent in the whole Halo universe. Simply put: one gun - one trigger. No time and place for fancy show-off tricks or customization. Is it comfortable? Sometimes. Is it playable? Of coarse! Is it fun? Yes.  


4. Varied opposition. 

FPS games are obviously all about killing the enemies. However, anyone will get tired of shooting the very same baddie even if given loads of different weapons and scenarios. In FPS games simulating modern conflicts this is solved by changing the scenery and mumbling about importance of the mission against the baddies. Sometimes we get to customize out gun as a game in itself. Halo is free from our politically correct world and allows us to kill anything that is bigger and does not speak our language. However the curve of difficulty is constantly  growing up: more Elites, Knights or Brutes as well increased number of hit points and resilience will make a game challenging and interesting even after first play through. Here is one of the main advantages of background work of Halo: all characters are incredibly believable and have unique "natural" behavior. Elites roar, Brutes charge in, Grunts love plasma grenades and chatter, Knights express anger by glowing orange and Flood is simply desperate for a hug.


5. Enveloping story.
Simply put from the very first game to latest one - we save the world. There is not much choice for player, except to aim and shoot those who desperately want to destroy it. The brilliant trick of Halo  is that world we are saving is not a distant propagandistic picture, on every turn of the game  this world has both personal touch and grand design properties. What is more important, those are interconnected on both logical and emotional levels. In addition every major objective takes us further on  the curve of storyline.  Let me elaborate on that. 

In Combat Evolved we started in desperate situation, where Cortana needed to be rescued. Even if she would only be an witty half-naked girl, that would be enough for male gamers to have fun. But as story progresses, saving Cortana and Earth from Covenenant invasion becomes a minor job. Now we are in charge of saving the Universe, because someone, sometime, somewhere have left a doomsday devices. Typical story of hero's job? Yes. But there is still room for saving the Captain, escape the trap filled with Flood, finding common language with AI of Halo and shooting lots of bullets. And every step of the way, there is gorgeous girl helping us. 

As series progressed stakes are even higher, the very heart and soul and reason for our heroics is trapped by Gravemind. This makes even invasion of Earth a minor problem, now player must save Universe in order to get to the girl. This is where Halo storyline get very close to Dante Alighieri's Divine Comedy, one of the greatest pieces of literature describing similar subject. Luckily we have a secondary points of view, a Covenant and ODST. This lets us see a bit more of the Universe and its internal struggles, without stopping for a lunch break in combat.  Following the internal logic of any conflict the main baddie must be defeated in the last sequence. Victory is hard fought, but rewarded with kiss from a damsel on distress, reunion with Cortana. Who manages to save our hero from exploding Halo thanks to her AI abilities.

Halo Reach, was an interesting side step: it revolved around what will happen with Master-Chief and Cortana and gave insight into military aspects, political unrest of UNSC, gave refreshment to old Human-Covenant conflict and generally stepped aside from formula of 3-side conflict, which fueled the previous games. It retained the formulas of speed engagements and weapon balance, but added the teamwork as main factor to the gameplay and storyline. Kat, may not be Cortana, but she is still a smart girl, who's death will be avenged many times over.   
   
Finally, Halo 4 brought us back into the boots of Savior in power armour. For more than decade Halo refined its success formulas and they all are here: 3-way conflict between Humans, Covenant and Forerunners, dramatic crashes and escapes from one conflict into another, silent and strong hero with emotional and vulnerable girl, team of super-soldiers on a mission, internal intrigues which release our hero from military routine, weird and varied aliens, doomsday weapon which was unleashed and mighty Mr. Evil who took away Cortana. In the end of all that, Master-Chief takes off his helmet and armour leaving us sad for his personal loss and defiant glory. Every high and low point of series was reinserted into the 4-th Halo and it still works pretty well. 

Halo 4 leaves us with a lot of question as well as new ways of answering them. Will the Forerunners help us or be utterly defeated? What will happen with remains of Covenant? How humanity re-take legacy of the Forerunners? Is Flood completely eradicated?  How Spartans will evolve humankind? Will Master-Chief meet Cortana again? 

The Reclaimer Saga is the answer.    


Yours,
Mark-Paul Severn @2013

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